Barotrauma Client Doc
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Public Member Functions | |
ItemInventory (Item owner, ItemContainer container, int capacity, int slotsPerRow=5) | |
override int | FindAllowedSlot (Item item, bool ignoreCondition=false) |
override bool | CanBePutInSlot (Item item, int i, bool ignoreCondition=false) |
Can the item be put in the specified slot. More... | |
override bool | CanBePutInSlot (ItemPrefab itemPrefab, int i, float? condition, int? quality=null) |
override int | HowManyCanBePut (ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false) |
override bool | IsFull (bool takeStacksIntoAccount=false) |
Is there room to put more items in the inventory. Doesn't take stacking into account by default. More... | |
override bool | TryPutItem (Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false) |
If there is room, puts the item in the inventory and returns true, otherwise returns false More... | |
override bool | TryPutItem (Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false) |
override void | RemoveItem (Item item) |
override void | Draw (SpriteBatch spriteBatch, bool subInventory=false) |
void | ClientEventWrite (IWriteMessage msg, Item.InventoryStateEventData extraData) |
Public Member Functions inherited from Barotrauma.Inventory | |
Inventory (Entity owner, int capacity, int slotsPerRow=5) | |
bool | Contains (Item item) |
Is the item contained in this inventory. Does not recursively check items inside items. More... | |
Item | FirstOrDefault () |
Return the first item in the inventory, or null if the inventory is empty. More... | |
Item | LastOrDefault () |
Return the last item in the inventory, or null if the inventory is empty. More... | |
Item | GetItemAt (int index) |
Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack. More... | |
IEnumerable< Item > | GetItemsAt (int index) |
Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items. More... | |
int | GetItemStackSlotIndex (Item item, int index) |
int | FindIndex (Item item) |
Find the index of the first slot the item is contained in. More... | |
List< int > | FindIndices (Item item) |
Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list. More... | |
virtual bool | ItemOwnsSelf (Item item) |
Returns true if the item owns any of the parent inventories. More... | |
bool | CanBePut (Item item) |
Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in). More... | |
bool | CanBePut (ItemPrefab itemPrefab, float? condition=null, int? quality=null) |
int | HowManyCanBePut (ItemPrefab itemPrefab, float? condition=null) |
bool | IsEmpty () |
void | CreateNetworkEvent () |
Item | FindItem (Func< Item, bool > predicate, bool recursive) |
List< Item > | FindAllItems (Func< Item, bool > predicate=null, bool recursive=false, List< Item > list=null) |
Item | FindItemByTag (Identifier tag, bool recursive=false) |
Item | FindItemByIdentifier (Identifier identifier, bool recursive=false) |
void | ForceToSlot (Item item, int index) |
Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution! More... | |
void | ForceRemoveFromSlot (Item item, int index) |
Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! More... | |
bool | IsInSlot (Item item, int index) |
void | SharedRead (IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply) |
void | SharedWrite (IWriteMessage msg, Range slotRange) |
void | DeleteAllItems () |
Deletes all items inside the inventory (and also recursively all items inside the items) More... | |
Inventory | GetReplacementOrThiS () |
virtual void | CreateSlots () |
bool | Movable () |
bool | IsInventoryHoverAvailable (Character owner, ItemContainer container) |
virtual bool | HideSlot (int i) |
virtual void | Update (float deltaTime, Camera cam, bool subInventory=false) |
void | UpdateSubInventory (float deltaTime, int slotIndex, Camera cam) |
void | ClearSubInventories () |
void | DrawSubInventory (SpriteBatch spriteBatch, int slotIndex) |
void | ClientEventRead (IReadMessage msg) |
void | ApplyReceivedState () |
Protected Member Functions | |
override void | CreateNetworkEvent (Range slotRange) |
override void | ControlInput (Camera cam) |
override void | CalculateBackgroundFrame () |
Protected Member Functions inherited from Barotrauma.Inventory | |
IEnumerable< Item > | GetAllItems (bool checkForDuplicates) |
virtual void | PutItem (Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true) |
bool | TrySwapping (int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack) |
void | UpdateSlot (VisualSlot slot, int slotIndex, Item item, bool isSubSlot) |
Inventory | GetSubInventory (int slotIndex) |
virtual ItemInventory | GetActiveEquippedSubInventory (int slotIndex) |
Properties | |
ItemContainer | Container [get] |
Properties inherited from Barotrauma.Inventory | |
int | ExtraStackSize [get, set] |
virtual IEnumerable< Item > | AllItems [get] |
All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list. More... | |
IEnumerable< Item > | AllItemsMod [get] |
All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. More... | |
int | Capacity [get] |
int | EmptySlotCount [get] |
static float | UIScale [get] |
static int | ContainedIndicatorHeight [get] |
static Sprite | SlotSpriteSmall [get] |
Rectangle | BackgroundFrame [get, protected set] |
static bool | DraggingItemToWorld [get] |
int | SlotsPerRow [set] |
static SlotReference?? | SelectedSlot [get] |
static bool | IsMouseOnInventory [get] |
Additional Inherited Members | |
Static Public Member Functions inherited from Barotrauma.Inventory | |
static bool | IsMouseOnSlot (VisualSlot slot) |
Check if the mouse is hovering on top of the slot More... | |
static void | RefreshMouseOnInventory () |
Refresh the value of IsMouseOnInventory More... | |
static CursorState | GetInventoryMouseCursor () |
static void | UpdateDragging () |
static void | DrawFront (SpriteBatch spriteBatch) |
static void | DrawSlot (SpriteBatch spriteBatch, Inventory inventory, VisualSlot slot, Item item, int slotIndex, bool drawItem=true, InvSlotType type=InvSlotType.Any) |
Public Attributes inherited from Barotrauma.Inventory | |
readonly Entity | Owner |
bool | Locked |
bool | AllowSwappingContainedItems = true |
Inventory | ReplacedBy |
float | HideTimer |
VisualSlot[] | visualSlots |
RectTransform | RectTransform |
If set, the inventory is automatically positioned inside the rect More... | |
bool | DrawWhenEquipped |
Normally false - we don't draw the UI because it's drawn when the player hovers the cursor over the item in their inventory. Enabled in special cases like equippable fabricators where the inventory is a part of the fabricator UI. More... | |
float | OpenState |
Static Public Attributes inherited from Barotrauma.Inventory | |
const int | MaxPossibleStackSize = (1 << 6) - 1 |
const int | MaxItemsPerNetworkEvent = 128 |
static Sprite | DraggableIndicator |
static Sprite | UnequippedIndicator |
static Inventory | DraggingInventory |
static VisualSlot | DraggingSlot |
static readonly List< Item > | DraggingItems = new List<Item>() |
static readonly List< Item > | doubleClickedItems = new List<Item>() |
Static Protected Member Functions inherited from Barotrauma.Inventory | |
static void | DrawToolTip (SpriteBatch spriteBatch, RichString toolTip, Rectangle highlightedSlot) |
static Rectangle | GetSubInventoryHoverArea (SlotReference subSlot) |
Protected Attributes inherited from Barotrauma.Inventory | |
readonly int | capacity |
readonly ItemSlot[] | slots |
float | syncItemsDelay |
float | prevUIScale = UIScale |
float | prevHUDScale = GUI.Scale |
Point | prevScreenResolution |
Vector4 | padding |
Static Protected Attributes inherited from Barotrauma.Inventory | |
static Sprite | slotHotkeySprite |
static HashSet< SlotReference > | highlightedSubInventorySlots = new HashSet<SlotReference>() |
static SlotReference | selectedSlot |
Definition at line 10 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
Barotrauma.ItemInventory.ItemInventory | ( | Item | owner, |
ItemContainer | container, | ||
int | capacity, | ||
int | slotsPerRow = 5 |
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) |
Definition at line 18 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 25 of file BarotraumaClient/ClientSource/Items/ItemInventory.cs.
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Can the item be put in the specified slot.
Reimplemented from Barotrauma.Inventory.
Definition at line 46 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 54 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
void Barotrauma.ItemInventory.ClientEventWrite | ( | IWriteMessage | msg, |
Item.InventoryStateEventData | extraData | ||
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Definition at line 88 of file BarotraumaClient/ClientSource/Items/ItemInventory.cs.
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protectedvirtual |
Reimplemented from Barotrauma.Inventory.
Definition at line 10 of file BarotraumaClient/ClientSource/Items/ItemInventory.cs.
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protectedvirtual |
Reimplemented from Barotrauma.Inventory.
Definition at line 136 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 44 of file BarotraumaClient/ClientSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 24 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 61 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Is there room to put more items in the inventory. Doesn't take stacking into account by default.
takeStacksIntoAccount | If true, the inventory is not considered full if all the stacks are not full. |
Reimplemented from Barotrauma.Inventory.
Definition at line 69 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 167 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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If there is room, puts the item in the inventory and returns true, otherwise returns false
Reimplemented from Barotrauma.Inventory.
Definition at line 91 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 114 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.
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Definition at line 13 of file BarotraumaShared/SharedSource/Items/ItemInventory.cs.